57 lines
2.1 KiB
Plaintext
57 lines
2.1 KiB
Plaintext
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// pathfinder/shaders/gles2/ecaa-line.vs.glsl
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//
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// Copyright (c) 2017 Mozilla Foundation
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precision highp float;
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uniform mat4 uTransform;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uBVertexPositionDimensions;
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uniform ivec2 uBVertexPathIDDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform bool uLowerPart;
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attribute vec2 aQuadPosition;
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attribute vec4 aLineIndices;
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varying vec4 vEndpoints;
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void main() {
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// Fetch B-vertex positions.
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ivec2 pointIndices = ivec2(unpackUInt32Attribute(aLineIndices.xy),
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unpackUInt32Attribute(aLineIndices.zw));
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vec2 leftPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.x,
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uBVertexPositionDimensions);
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vec2 rightPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.y,
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uBVertexPositionDimensions);
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vec2 position;
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if (abs(leftPosition.x - rightPosition.x) > EPSILON) {
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leftPosition = transformVertexPosition(leftPosition, uTransform);
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rightPosition = transformVertexPosition(rightPosition, uTransform);
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vec2 verticalExtents = vec2(min(leftPosition.y, rightPosition.y),
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max(leftPosition.y, rightPosition.y));
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vec4 roundedExtents = vec4(floor(vec2(leftPosition.x, verticalExtents.x)),
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ceil(vec2(rightPosition.x, verticalExtents.y)));
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// FIXME(pcwalton): Use a separate VBO for this.
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vec2 quadPosition = (aQuadPosition + 1.0) * 0.5;
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position = mix(roundedExtents.xy, roundedExtents.zw, quadPosition);
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position = convertScreenToClipSpace(position, uFramebufferSize);
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} else {
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position = vec2(0.0);
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}
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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float depth = convertPathIndexToDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vEndpoints = vec4(leftPosition, rightPosition);
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}
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